This paper shows the results of a study developed to analyze some of the existing technology acceptance models, with the goal identify which is the most appropriate and which elements should be included in a study of technological acceptance of games for older adults implemented on virtual assistants. For the analysis of the models, relevant studies that used them or did a comparative study were considered. The preliminary results make it possible to determine that special needs of older adults should be considered in terms of physical conditions and cognitive status regardless of the technology acceptance model used.